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CS160: Lecture 19

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Title: Introduction Author: Canny Last modified by: John Canny Created Date: 6/2/1995 9:27:28 PM Document presentation format: On-screen Show Other titles – PowerPoint PPT presentation

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Title: CS160: Lecture 19


1
CS160 Lecture 19
  • John Canny

2
Human Learning and Help Systems
  • Why study human learning for HCI?

3
Why Study Human Learning?
  • Ans People need to learn new applications,
    often using various forms of Help.
  • Ans The way people learn should influence the
    design of help systems, and perhaps the entire
    system e.g.
  • Knowledge is situated in particular contexts,
    so help should reflect that (scenarios/common
    tasks)
  • Learning is layered on old knowledge in a roughly
    novice ? expert trajectory
  • Learning involves a concrete ? abstract
    progression
  • Fluency with abstraction varies across the
    population, esp. with degree of schooling

4
Transfer Learning
  • Learning is a process of building new knowledge
    using existing knowledge.
  • Knowledge is not acquired butconstructed out of
    existingmaterials.
  • The process of applying existingknowledge in new
    settings is called Transfer.

5
Transfer Learning examples
  • Youve learned basic edit commands from MS
    Notepad, and you transfer to MS Word.
  • Youve installed a simple program (lets say
    Quicktime), and you transfer that knowledge to an
    MS Office installation.
  • Youve done a mail merge in MS Office 2000 and
    you transfer to Office XP.

6
ZPD Zone of Proximal Development
  • Learning is layered and incremental.
  • In societies, learners are helped by others.
  • In fact learners have a zone of concepts they
    can acquire with help.
  • This is the Zone of Proximal Development (ZPD).

7
ZPD example
  • Who knows what this is?

100k
8
ZPD example
  • What about this?

9
Learning new applications
  • Applications should be designed to fit in the
    target users ZPD it should assume the knowledge
    they typically have, and a realistic amount of
    support.
  • People often learn how to use computer systems
    with the help of others, but you have to be
    realistic about this in your application context.

10
Learning by doing
  • People learn best by doing
  • It marshalls all of their processors
    (cognitive, perceptual, sensori-motor).
  • It forces them to apply a conceptual model to
    figure out how the system will behave.
  • It allows them to observes differences between
    the systems actual behavior, and what they
    anticipate from their conceptual model. This
    helps them refine and improve their model.
  • Q Whats a good example of this?

11
Learning by doing
  • Q Whats a good example of this?
  • A Programming!
  • Imagine a computer engineering course where you
    learn how to program only by being told.
  • In contrast, medical schools and some CS
    departments are experimenting with Problem-Based
    Learning, where there are only projects (no
    lectures). Lecture-style material is only
    available as a library resource to help with
    project work.

12
Learning and experience
  • Learning is most effective when it connects with
    the learners real-world experiences.
  • The knowledge that the learner already has form
    those experiences serves as a foundation for knew
    knowledge.

13
Learning and transfer
  • Transfer is certainly enhanced by similarity
    between the old and new contexts.
  • What other factors affect transfer?

14
Transfer and understanding
  • Transfer depends on thorough learning in the
    first situation (learning with understanding).
  • The more thorough the understanding in the first
    situation, the more easily knowledge will
    transfer.

15
Understanding
  • By understanding we mean that a person has a
    mental model of why a thing behaves as it does.
  • This model allows the person to predict how the
    thing behaves in other situations, and to
    explain their reasons for that conclusion.

16
Transfer and Generality
  • Generality of existing knowledge has the learner
    already seen it applied in several contexts?

17
Transfer and Motivation
  • Motivation is the new knowledge useful or
    valuable?
  • Motivation encourages the user to visualize use
    of the new knowledge, and to try it out in new
    situations.
  • Students are usually motivated when the
    knowledge can be applied to everyday situations.

18
Transfer and Abstraction
  • Is the existing knowledge abstract or specific?
  • Abstract knowledge is packaged for portability.
    Its built with virtual objects and rules that can
    model many real situations.
  • E.g. clipart

19
Metacognition
  • Metacognition is the learners conscious
    awareness of their learning process.

Metacognitionhelps transfer
20
Metacognition
  • Strong learners carefully manage their learning.
  • For instance, strong learners reading a textbook
    will pause regularly, check understanding, and go
    back to difficult passages.
  • Weak learners tend toplough through theentire
    text, then realize they dontunderstand and
    startagain.

Have I learnedthis yet?
21
Piaget Stages of learning
  • Jean Piaget observed very systematic progression
    of knowledge in children through stages
  • Sensori-motor (acting, observing, remembering)
  • Semiotic or symbolic (naming things)
  • Concrete operations (relationships,
    transformations)
  • Propositional or formal thought

22
Piaget Stages of learning
  • Jean Piaget observed very systematic progression
    of knowledge in children through stages
  • Sensori-motor (lt 2 years)
  • Semiotic or symbolic (gt 1.5 years)
  • Concrete operations (2-7,7-11 years)
  • Propositional or formal thought (gt 7 years)

23
Sensori-motor stage (lt 2 years)
  • Conditioned behaviors, and first hand-eye
    coordination.
  • Grasping, manipulating things.
  • Some indirect manipulation.
  • Object persistence.

24
Semiotic stage (gt1.5 years)
  • Children continue to play with missing objects,
    and may use gesture to invoke them.
  • This soon turns to imaginary play.
  • Drawing.
  • Speech naming first the things that are
    present.
  • Then referring to things thatare not present,
    and to the past and future.

25
Concrete thought (2-7,7-11 years)
  • Concrete thought a system of (real) objects,
    relationships, and operations on them.
  • Children understand things by being able to
    relate them to similar things, and to predict the
    consequences of their actions.
  • They can plan and act to achieve a desired
    outcome.

26
Concrete thought
  • But early concrete thought is still tied to
    direct experience it is not de-centered.
  • E.g. children in this stage can navigate through
    their neighborhood, changing their route if
    needed.
  • i.e. they can mentally model and predict the
    results of their actions.
  • But they cannot indicate that route abstractly,
    say on a map.

27
Concrete thought
  • Concrete thought includes rich spatial and
    temporal relationships.
  • Visual design is a concrete process.

28
Formal thought (11 years)
  • Objects and operations no longer need to relate
    to the world. Things dont need to be true or
    consistent. Thinking is a game.
  • Operations are more abstract, and often
    complementary e.g. joining-separating.
  • Children learn a number of principles, like
    reversibility, proportion, chance.

29
Formal thought caveats
  • Researchers have found that the transition to
    formal thought is not as reliable as Piaget had
    thought.
  • Many features of this stage are missing in
    children who do not attend school.
  • This stage corresponds with the transition from
    learning from experience (pre-school), to
    learning from texts (school).

30
Thought styles
  • Designers and other visually-oriented people
    usually favor concrete thought
    context-dependent, rich representations.
  • Technologists and mathematically-oriented people
    favor formal thought context independent,
    sparse representations, rich consequences.

31
A mismatch
  • Many interface researchers (technologists) tried
    to build UI design tools using abstract interface
    specs (UIMSes)
  • the designer specifies rules about the interface
    and the system finds a solution satisfying
    them.
  • Real designers hated this idea. They lost control
    over spatial relationships and overall layout
    which was lost in the rules.

32
Piagets progression
  • The Piagetian progression can be a good model for
    the progression in learning new concepts, like
    how to use a computer program.
  • Look for a Sensori-motor ? Symbolic ? Concrete ?
    Abstract progression in your own learning, and in
    your users.

33
  • Break

34
Help models
  • What kind of help works best for you?
  • Do you ever read the manual?
  • Is help usually where you need it?
  • What are some differences between help you get
    from people and from systems?

35
Types of Help
  • Quick Reference
  • Reminders of commoncommand names or options.
  • Good to place on a card, or for small devices,
    on the device itself.
  • Use a few main categoriesto avoid long search..
  • E.g. for an editor, categorieslike basic,
    search/replace, load/save, etc.

36
Types of Help
  • Task-specific help
  • User needs help on howto apply a command, orto
    complete a task.
  • Can be part of a how-tosystem for common
    tasks.
  • Should be easily accessiblefrom the command line
    (if text).
  • Make options windows obvious and easy to find!
  • E.g. add advanced button in the dialogue to
    apply any command.

37
Types of Help
  • Full explanation
  • User wants complete understanding, to get
    bestvalue out of the application.
  • This part explains the whymore than the how.
  • E.g. How do compiler options affect performance?
  • What are various installation components used
    for? What are the uncommon commands?
  • Probably need a chapter in the help system for
    this. More system-centric than task-centric.

38
Types of Help
  • Tutorial
  • The tutorial leads the user through a task,
    scaffolding their actions.
  • Should allow users to act as well as watch
    (sandboxing).
  • The best way to teach!
  • More work to build into the system, but you
    should leverage your companys other effort
  • E.g. most software houses conduct regular
    training sessions for customers these are ideal
    tutorial content.

39
More advanced ideas
  • Help is a kind of ongoing learning environment.
  • Minimalist instruction (Carroll 92)is a
    learning approach
  • It shows users what to do,
  • then gives them realistic tasks to solve.
  • It eliminates conventional exercises, tedium and
    repetition, and encourages users to explore.
  • It also has extensive coverage of error recovery.
  • - users feel confident exploring.

40
More advanced ideas
  • Help could be enjoyable? - at least its a
    special case of computer-supported learning..
  • Training wheels (Sandboxing)
  • Advanced commands are removed until user gains
    some experience with the system.
  • Also some dangerous commands.
  • Users explore freely in this sandbox.
  • Users gained better understanding (IBM trial).

41
Desiderata for help
  • Availability
  • Should be accessible anywhere (always include a
    help key on each major window).
  • Accuracy and Completeness (hard!)
  • Make sure it matches program version, and that it
    covers all the commands.
  • As well as commands, common tasks should be
    described.

42
Desiderata for help
  • Consistency
  • Content, terminology, style.
  • These days, online and printed manuals are often
    the same.
  • Robustness
  • Help shouldnt crash if the program does (need
    another thread).
  • Program exceptions can bring up the help system.

43
Desiderata for help
  • Flexibility
  • Includes adaptation to context or user skill.
    Multi-level help is a good idea.
  • Unobtrustiveness
  • Shouldnt disrupt users work (like the annoying
    help characters in MS Office). A separate help
    screen is often good - supports rapid switching.

44
Context-sensitive help
  • Help depends on where it is used
  • Tool tips ? or the windows ? symbol
  • Save the user the burden of synchronizing program
    state with help system state.
  • Almost always a good idea to do this.
  • Just make sure the user can easily find the main
    help contents and index.

45
Online tutorials
  • Can be useful, BUT
  • Users are not the same, some need minimal help.
  • Forcing the user to execute a particular command
    is boring and annoying, and doesnt help
    learning.
  • So..
  • Make sure users can skip steps.
  • Show users multiple ways of doing things.
  • Give partial information on what to do, with more
    information available if the user requests it.

46
Adaptive Help Systems
  • Adaptation is a good idea because
  • It avoids information that is too detailed or not
    detailed enough for a particular user.
  • It avoids repetition of info the user has already
    seen.
  • Can make suggestions of new ways to do tasks that
    the user may not know.
  • Weaknesses
  • Information can disappear (bad if the user forgot
    it too!).
  • System needs to know user identity and user must
    use the system for some time.

47
Initiative
  • A Help system works with the user, and ideally
    should allow a spectrum of control
  • Help me, tell me what to do, show me what to
    do, OK, Ill take over now
  • This is calledmixed initiative.

48
Initiative
  • A good mixed-initiative help system requires
    links between all parts of the system including a
    tutorial.
  • User should be able to take over at any time,
    then give back control.

49
Design issues
  • Help system design is like other parts of the
    interface.
  • Start with task analysis.
  • Do paper prototypes.
  • Do user tests at informal and formal stages -
    look for errors.
  • Use errors as the objects to guide the design
    of the help system.

50
Summary
  • Human Learning
  • Transfer
  • Zone of Proximal Development
  • Meta-cognition
  • Piagets stages in childrens learning.
  • Concrete vs. abstract thought
  • Help system design principles and types
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